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Main => Software Forum => Topic started by: fa001 on March 24, 2009, 09:37:01 pm

Title: SF Rush abort
Post by: fa001 on March 24, 2009, 09:37:01 pm
What is the default MAME key stroke for the SF Rush abort key?
Title: Re: SF Rush abort
Post by: Neverending Project on October 21, 2009, 02:08:13 pm
Old thread, but I am looking for the same thing. I can't find which key it is mapped to at default settings, or how to change it in MAME? People have said that you simply hit the Abort button to cancel the calibration at startup, but how?

Edit: Adding key words so future searches might find this thread better. sfrush abort San Francisco Rush
Title: Re: SF Rush abort
Post by: Neverending Project on October 26, 2009, 11:28:17 am
Anyone know where I can find this out? I looked through the MAME code, but found no indication of an Abort button anywhere near sfrush or its driver.
Title: Re: SF Rush abort
Post by: HaRuMaN on October 26, 2009, 11:41:45 am
Can't you find it using Tab, and then Controls: This Game?
Title: Re: SF Rush abort
Post by: Neverending Project on October 26, 2009, 01:17:47 pm
Negative. That's why I am having such a hard time with it. It isn't in that list. I have even tried pressing every key/button assigned on that screen with no luck.

Hmm, maybe a bug? I am trying v0.134.
Title: Re: SF Rush abort
Post by: SirPeale on October 26, 2009, 06:50:27 pm
I'm looking at the source now, I'll see if I can fix it.
Title: Re: SF Rush abort
Post by: SirPeale on October 26, 2009, 08:39:59 pm
The good news is I got it working. 

The bad news is in the process I broke other things.  I'll have it sorted shortly.  Then keep an eye out here for a source patch.
Title: Re: SF Rush abort
Post by: Neverending Project on October 26, 2009, 11:26:05 pm
 :applaud: :cheers:
Title: Re: SF Rush abort
Post by: SirPeale on October 26, 2009, 11:44:42 pm
Truth is this: I didn't do much; the functionality was always there.  The keypress is '1" as in "Player 1 Start".  I found it on accident.

My patch changes it from that and properly labels it so it's easier to find.  The P2, P3 and P4 should all be removed from the Rush driver as the game doesn't use those (though the board will accept input because other Seattle boards do have those inputs).  I also can't get the bill acceptor port to work, but I'll work on that another day.
Title: Re: SF Rush abort
Post by: u_rebelscum on October 27, 2009, 02:19:30 pm
Truth is this: I didn't do much; the functionality was always there.  The keypress is '1" as in "Player 1 Start".  I found it on accident.

Atari Games used the start buttons as action button a lot.  Examples: gauntlet (all of 'em), 720 (http://www.klov.com/game_detail.php?game_id=6791), toobin, primal rage (http://www.klov.com/game_detail.php?game_id=9124).  I won't have thought a driving game would be one of them, but...

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My patch changes it from that and properly labels it so it's easier to find.  The P2, P3 and P4 should all be removed from the Rush driver as the game doesn't use those (though the board will accept input because other Seattle boards do have those inputs). 

You're saying on a linked cab, these buttons are "pressed" by the other cabs?  Interesting that they are wired different from other seattle inputs (redefined) if they aren't used.

Quote
I also can't get the bill acceptor port to work, but I'll work on that another day.

 :)

BTW, your diff file can be cleaned up a bit:

- Remove the set, it's only a spacing difference (an extra space at the end of the line).
- Remove the PORT_PLAYER(1), or change it to a IPT_BUTTON# type.  You'll notice buttons 1-3 aren't used: their defaults conflict with the pedal defaults, I guess.
Title: Re: SF Rush abort
Post by: Neverending Project on October 27, 2009, 03:35:57 pm
So to apply this diff, will I need to recompile the entire mame source? FWIW, I used Headkaze's (excellent) MAME compiler this last time around.

Thanks again!
Title: Re: SF Rush abort
Post by: SirPeale on October 27, 2009, 04:41:29 pm
Atari Games used the start buttons as action button a lot.  Examples: gauntlet (all of 'em), 720 (http://www.klov.com/game_detail.php?game_id=6791), toobin, primal rage (http://www.klov.com/game_detail.php?game_id=9124).  I won't have thought a driving game would be one of them, but...

Technically, it's not a start button on the cab itself, but it probably uses that particular key on the JAMMA harness for that particular button.  Without a schematic I can't say for 100%.

Quote
You're saying on a linked cab, these buttons are "pressed" by the other cabs?  Interesting that they are wired different from other seattle inputs (redefined) if they aren't used.

On a linked cab all the input is done via the gas pedal, abort button and the steering wheel.  There is no start button.

Quote
BTW, your diff file can be cleaned up a bit:

- Remove the set, it's only a spacing difference (an extra space at the end of the line).
- Remove the PORT_PLAYER(1), or change it to a IPT_BUTTON# type.  You'll notice buttons 1-3 aren't used: their defaults conflict with the pedal defaults, I guess.

I know, but due to the size (less than a K) I wasn't particularly worried.  If it was larger I'd definitely optimize it.

Buttons 1-3 correspond to the gas pedal, brake and clutch if you don't have analog controls.

So to apply this diff, will I need to recompile the entire mame source? FWIW, I used Headkaze's (excellent) MAME compiler this last time around.

Correct.  This is for .134.
Title: Re: SF Rush abort
Post by: u_rebelscum on October 27, 2009, 07:17:35 pm
So to apply this diff, will I need to recompile the entire mame source? FWIW, I used Headkaze's (excellent) MAME compiler this last time around.

As long as it's known that the diff just relabels the button from "Start 1" to "Abort", go for it.

Atari Games used the start buttons as action button a lot.  Examples: gauntlet (all of 'em), 720 (http://www.klov.com/game_detail.php?game_id=6791), toobin, primal rage (http://www.klov.com/game_detail.php?game_id=9124).  I won't have thought a driving game would be one of them, but...

Technically, it's not a start button on the cab itself, but it probably uses that particular key on the JAMMA harness for that particular button.  Without a schematic I can't say for 100%.

Yeah, probably using that jamma pin.  If pressing abort is enough to start a game (after iserting credits), some would argue it's a start button even not labeled as such.  Not that I care one way or the other....  Does the button do this? (I don't have the chd or computer power to test it on.)  What about with the other buttons on the other side of the wheel?  

OT: Are there really 9+ (13 including gears, 14 with abort) buttons on the CP like in the mame driver?  The klov pic of the CP only shows six (including abort and reverse by the gear shift) + four switches for the gears.  Mame has buttons 4-16 (or 13 buttons) + the abort button, which makes 14 including the gears.

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... notice buttons 1-3 aren't used: their defaults conflict with the pedal defaults, I guess.

Buttons 1-3 correspond to the gas pedal, brake and clutch if you don't have analog controls.


Userwise, with default input mappings regardless of if you have analog controller or not, it seems that way, you're right.  But....
Technically, mamewise, no.  

To show, there's nothing less wrong (vs the current IPT_START1) with:
PORT_BIT( 0x0004, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_NAME("Abort") PORT_CODE(KEYCODE_1) /* Abort */

Which results in no noticeable change to the user than your change.  (Until they try to remap globally, of course.)  With the hardcoded remap, the pedal input and this input do not have the same map, so don't conflict, both changes let you abort by pressing "1" without remapping.  Not that I like hardcoded remaps: I don't.  I'm just clarifying what I meant: mame's internal buttons 1-3 types are not used, and they can be used with work arounds to get around the conflicting defaults with the pedals, and can be used if required/wanted.  (Mame has a max of 16 numbered action buttons per player.)  The other way to free buttons is to move the gears to a 4-way (or 16-way) joystick, but this has it's own issues.
Title: Re: SF Rush abort
Post by: SirPeale on October 31, 2009, 09:22:18 pm
Yeah, probably using that jamma pin.  If pressing abort is enough to start a game (after iserting credits), some would argue it's a start button even not labeled as such.  Not that I care one way or the other....  Does the button do this? (I don't have the chd or computer power to test it on.)  What about with the other buttons on the other side of the wheel?  

OT: Are there really 9+ (13 including gears, 14 with abort) buttons on the CP like in the mame driver?  The klov pic of the CP only shows six (including abort and reverse by the gear shift) + four switches for the gears.  Mame has buttons 4-16 (or 13 buttons) + the abort button, which makes 14 including the gears.

Yes, there are really a ton of buttons on a Rush CP.  There are even more on a Rush: 2049, which incorporated a keypad so you could enter a PIN.

And the Abort button doesn't start the game.  You have to press the gas pedal to start a game.



And they took my patch. (http://www.mameworld.info/ubbthreads/showflat.php?Cat=&Number=205580&page=0&view=collapsed&sb=5&o=&fpart=1&vc=1&new=1257046955)